A 2D tile-based sandbox game.
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Renderer.cc 13KB

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  1. #include "Renderer.h"
  2. #include <iostream>
  3. #include <stdio.h>
  4. #include <swan-common/constants.h>
  5. #include <string.h>
  6. // std::endian was originally in type_traits, was moved to bit
  7. #include <type_traits>
  8. #include <bit>
  9. #include "gl.h"
  10. #include "shaders.h"
  11. #include "GlWrappers.h"
  12. #include "TileAtlas.h"
  13. #include "util.h"
  14. namespace Cygnet {
  15. struct ChunkProg: public GlProgram {
  16. template<typename... T>
  17. ChunkProg(const T &... shaders): GlProgram(shaders...) { init(); }
  18. ~ChunkProg() { deinit(); }
  19. GLint camera = uniformLoc("camera");
  20. GLint pos = uniformLoc("pos");
  21. GLint vertex = attribLoc("vertex");
  22. GLint tileAtlas = uniformLoc("tileAtlas");
  23. GLint tileAtlasSize = uniformLoc("tileAtlasSize");
  24. GLint tiles = uniformLoc("tiles");
  25. GLuint vbo;
  26. static constexpr float ch = (float)SwanCommon::CHUNK_HEIGHT;
  27. static constexpr float cw = (float)SwanCommon::CHUNK_WIDTH;
  28. static constexpr GLfloat vertexes[] = {
  29. 0.0f, 0.0f, // pos 0: top left
  30. 0.0f, ch , // pos 1: bottom left
  31. cw, ch, // pos 2: bottom right
  32. cw, ch, // pos 2: bottom right
  33. cw, 0.0f, // pos 3: top right
  34. 0.0f, 0.0f, // pos 0: top left
  35. };
  36. void enable() {
  37. glUseProgram(id());
  38. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  39. glVertexAttribPointer(vertex, 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
  40. glEnableVertexAttribArray(vertex);
  41. glCheck();
  42. glUniform1i(tileAtlas, 0);
  43. glUniform1i(tiles, 1);
  44. }
  45. void disable() {
  46. glDisableVertexAttribArray(vertex);
  47. glCheck();
  48. }
  49. void init() {
  50. glGenBuffers(1, &vbo);
  51. glCheck();
  52. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  53. glBufferData(GL_ARRAY_BUFFER, sizeof(vertexes), vertexes, GL_STATIC_DRAW);
  54. glCheck();
  55. }
  56. void deinit() {
  57. glDeleteBuffers(1, &vbo);
  58. glCheck();
  59. }
  60. };
  61. struct TileProg: public GlProgram {
  62. template<typename... T>
  63. TileProg(const T &... shaders): GlProgram(shaders...) { init(); }
  64. ~TileProg() { deinit(); }
  65. GLint camera = uniformLoc("camera");
  66. GLint transform = uniformLoc("transform");
  67. GLint vertex = attribLoc("vertex");
  68. GLint tileAtlas = uniformLoc("tileAtlas");
  69. GLint tileAtlasSize = uniformLoc("tileAtlasSize");
  70. GLint tileID = uniformLoc("tileID");
  71. GLuint vbo;
  72. static constexpr GLfloat vertexes[] = {
  73. 0.0f, 0.0f, // pos 0: top left
  74. 0.0f, 1.0f, // pos 1: bottom left
  75. 1.0f, 1.0f, // pos 2: bottom right
  76. 1.0f, 1.0f, // pos 2: bottom right
  77. 1.0f, 0.0f, // pos 3: top right
  78. 0.0f, 0.0f, // pos 0: top left
  79. };
  80. void enable() {
  81. glUseProgram(id());
  82. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  83. glVertexAttribPointer(vertex, 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
  84. glEnableVertexAttribArray(vertex);
  85. glCheck();
  86. glUniform1i(tileAtlas, 0);
  87. }
  88. void disable() {
  89. glDisableVertexAttribArray(vertex);
  90. glCheck();
  91. }
  92. void init() {
  93. glGenBuffers(1, &vbo);
  94. glCheck();
  95. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  96. glBufferData(GL_ARRAY_BUFFER, sizeof(vertexes), vertexes, GL_STATIC_DRAW);
  97. glCheck();
  98. }
  99. void deinit() {
  100. glDeleteBuffers(1, &vbo);
  101. glCheck();
  102. }
  103. };
  104. struct SpriteProg: public GlProgram {
  105. template<typename... T>
  106. SpriteProg(const T &... shaders): GlProgram(shaders...) { init(); }
  107. ~SpriteProg() { deinit(); }
  108. GLint camera = uniformLoc("camera");
  109. GLint transform = uniformLoc("transform");
  110. GLint frameSize = uniformLoc("frameSize");
  111. GLint frameInfo = uniformLoc("frameInfo");
  112. GLint vertex = attribLoc("vertex");
  113. GLint tex = uniformLoc("tex");
  114. GLuint vbo;
  115. static constexpr GLfloat vertexes[] = {
  116. 0.0f, 0.0f, // pos 0: top left
  117. 0.0f, 1.0f, // pos 1: bottom left
  118. 1.0f, 1.0f, // pos 2: bottom right
  119. 1.0f, 1.0f, // pos 2: bottom right
  120. 1.0f, 0.0f, // pos 3: top right
  121. 0.0f, 0.0f, // pos 0: top left
  122. };
  123. void enable() {
  124. glUseProgram(id());
  125. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  126. glVertexAttribPointer(vertex, 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
  127. glEnableVertexAttribArray(vertex);
  128. glCheck();
  129. glUniform1i(tex, 0);
  130. }
  131. void disable() {
  132. glDisableVertexAttribArray(vertex);
  133. glCheck();
  134. }
  135. void init() {
  136. glGenBuffers(1, &vbo);
  137. glCheck();
  138. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  139. glBufferData(GL_ARRAY_BUFFER, sizeof(vertexes), vertexes, GL_STATIC_DRAW);
  140. glCheck();
  141. }
  142. void deinit() {
  143. glDeleteBuffers(1, &vbo);
  144. glCheck();
  145. }
  146. };
  147. struct RectProg: public GlProgram {
  148. template<typename... T>
  149. RectProg(const T &... shaders): GlProgram(shaders...) { init(); }
  150. ~RectProg() { deinit(); }
  151. GLint camera = uniformLoc("camera");
  152. GLint pos = uniformLoc("pos");
  153. GLint size = uniformLoc("size");
  154. GLint vertex = attribLoc("vertex");
  155. GLuint vbo;
  156. static constexpr GLfloat vertexes[] = {
  157. 0.0f, 0.0f, // pos 0: top left
  158. 0.0f, 1.0f, // pos 1: bottom left
  159. 1.0f, 1.0f, // pos 2: bottom right
  160. 1.0f, 1.0f, // pos 2: bottom right
  161. 1.0f, 0.0f, // pos 3: top right
  162. 0.0f, 0.0f, // pos 0: top left
  163. };
  164. void enable() {
  165. glUseProgram(id());
  166. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  167. glVertexAttribPointer(vertex, 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
  168. glEnableVertexAttribArray(vertex);
  169. glCheck();
  170. }
  171. void disable() {
  172. glDisableVertexAttribArray(vertex);
  173. glCheck();
  174. }
  175. void init() {
  176. glGenBuffers(1, &vbo);
  177. glCheck();
  178. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  179. glBufferData(GL_ARRAY_BUFFER, sizeof(vertexes), vertexes, GL_STATIC_DRAW);
  180. glCheck();
  181. }
  182. void deinit() {
  183. glDeleteBuffers(1, &vbo);
  184. glCheck();
  185. }
  186. };
  187. struct RendererState {
  188. GlVxShader chunkVx{Shaders::chunkVx};
  189. GlFrShader chunkFr{Shaders::chunkFr};
  190. GlVxShader tileVx{Shaders::tileVx};
  191. GlFrShader tileFr{Shaders::tileFr};
  192. GlVxShader spriteVx{Shaders::spriteVx};
  193. GlFrShader spriteFr{Shaders::spriteFr};
  194. GlVxShader rectVx{Shaders::rectVx};
  195. GlFrShader rectFr{Shaders::rectFr};
  196. ChunkProg chunkProg{chunkVx, chunkFr};
  197. TileProg tileProg{tileVx, tileFr};
  198. SpriteProg spriteProg{spriteVx, spriteFr};
  199. RectProg rectProg{rectVx, rectFr};
  200. GLuint atlasTex;
  201. SwanCommon::Vec2 atlasTexSize;
  202. };
  203. Renderer::Renderer(): state_(std::make_unique<RendererState>()) {
  204. glGenTextures(1, &state_->atlasTex);
  205. glCheck();
  206. }
  207. Renderer::~Renderer() = default;
  208. void Renderer::draw(const RenderCamera &cam) {
  209. Mat3gf camMat;
  210. camMat.translate(-cam.pos);
  211. if (cam.size.y > cam.size.x) {
  212. float ratio = (float)cam.size.y / (float)cam.size.x;
  213. winScale_ = {1/ratio, 1};
  214. camMat.scale({cam.zoom * ratio, -cam.zoom});
  215. } else {
  216. float ratio = (float)cam.size.x / (float)cam.size.y;
  217. winScale_ = {1, 1/ratio};
  218. camMat.scale({cam.zoom, -cam.zoom * ratio});
  219. }
  220. auto &chunkProg = state_->chunkProg;
  221. auto &tileProg = state_->tileProg;
  222. auto &spriteProg = state_->spriteProg;
  223. auto &rectProg = state_->rectProg;
  224. {
  225. chunkProg.enable();
  226. glUniformMatrix3fv(chunkProg.camera, 1, GL_TRUE, camMat.data());
  227. glCheck();
  228. glUniform2f(chunkProg.tileAtlasSize, state_->atlasTexSize.x, state_->atlasTexSize.y);
  229. glCheck();
  230. glActiveTexture(GL_TEXTURE0);
  231. glBindTexture(GL_TEXTURE_2D, state_->atlasTex);
  232. glCheck();
  233. glActiveTexture(GL_TEXTURE1);
  234. for (auto [pos, chunk]: drawChunks_) {
  235. glUniform2f(chunkProg.pos, pos.x, pos.y);
  236. glBindTexture(GL_TEXTURE_2D, chunk.tex);
  237. glDrawArrays(GL_TRIANGLES, 0, 6);
  238. glCheck();
  239. }
  240. drawChunks_.clear();
  241. chunkProg.disable();
  242. }
  243. {
  244. tileProg.enable();
  245. glUniformMatrix3fv(tileProg.camera, 1, GL_TRUE, camMat.data());
  246. glCheck();
  247. glUniform2f(tileProg.tileAtlasSize, state_->atlasTexSize.x, state_->atlasTexSize.y);
  248. glCheck();
  249. glActiveTexture(GL_TEXTURE0);
  250. glBindTexture(GL_TEXTURE_2D, state_->atlasTex);
  251. glCheck();
  252. glActiveTexture(GL_TEXTURE1);
  253. for (auto [mat, id]: drawTiles_) {
  254. glUniformMatrix3fv(tileProg.transform, 1, GL_TRUE, mat.data());
  255. glUniform1f(tileProg.tileID, id);
  256. glDrawArrays(GL_TRIANGLES, 0, 6);
  257. glCheck();
  258. }
  259. drawTiles_.clear();
  260. tileProg.disable();
  261. }
  262. {
  263. spriteProg.enable();
  264. glUniformMatrix3fv(spriteProg.camera, 1, GL_TRUE, camMat.data());
  265. glCheck();
  266. glActiveTexture(GL_TEXTURE0);
  267. for (auto [mat, frame, sprite]: drawSprites_) {
  268. glUniformMatrix3fv(spriteProg.transform, 1, GL_TRUE, mat.data());
  269. glUniform2f(spriteProg.frameSize, sprite.scale.x, sprite.scale.y);
  270. glUniform2f(spriteProg.frameInfo, sprite.frameCount, frame);
  271. glBindTexture(GL_TEXTURE_2D, sprite.tex);
  272. glDrawArrays(GL_TRIANGLES, 0, 6);
  273. glCheck();
  274. }
  275. drawSprites_.clear();
  276. spriteProg.disable();
  277. }
  278. {
  279. rectProg.enable();
  280. glUniformMatrix3fv(rectProg.camera, 1, GL_TRUE, camMat.data());
  281. glCheck();
  282. for (auto [pos, size]: drawRects_) {
  283. glUniform2f(rectProg.pos, pos.x, pos.y);
  284. glUniform2f(rectProg.size, size.x, size.y);
  285. glDrawArrays(GL_TRIANGLES, 0, 6);
  286. glCheck();
  287. }
  288. drawRects_.clear();
  289. rectProg.disable();
  290. }
  291. }
  292. void Renderer::uploadTileAtlas(const void *data, int width, int height) {
  293. glBindTexture(GL_TEXTURE_2D, state_->atlasTex);
  294. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
  295. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  296. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  297. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  298. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  299. glCheck();
  300. state_->atlasTexSize = {
  301. (float)(int)(width / SwanCommon::TILE_SIZE),
  302. (float)(int)(height / SwanCommon::TILE_SIZE) };
  303. }
  304. void Renderer::modifyTile(TileID id, const void *data) {
  305. int w = (int)state_->atlasTexSize.x;
  306. int x = id % w;
  307. int y = id / w;
  308. glActiveTexture(GL_TEXTURE0);
  309. glBindTexture(GL_TEXTURE_2D, state_->atlasTex);
  310. glTexSubImage2D(
  311. GL_TEXTURE_2D, 0, x * SwanCommon::TILE_SIZE, y * SwanCommon::TILE_SIZE,
  312. SwanCommon::TILE_SIZE, SwanCommon::TILE_SIZE,
  313. GL_RGBA, GL_UNSIGNED_BYTE, data);
  314. glCheck();
  315. }
  316. RenderChunk Renderer::createChunk(
  317. TileID tiles[SwanCommon::CHUNK_WIDTH * SwanCommon::CHUNK_HEIGHT]) {
  318. RenderChunk chunk;
  319. glGenTextures(1, &chunk.tex);
  320. glCheck();
  321. glActiveTexture(GL_TEXTURE0);
  322. glBindTexture(GL_TEXTURE_2D, chunk.tex);
  323. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  324. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  325. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  326. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  327. glCheck();
  328. static_assert(
  329. std::endian::native == std::endian::big ||
  330. std::endian::native == std::endian::little,
  331. "Expected either big or little endian");
  332. if constexpr (std::endian::native == std::endian::little) {
  333. glTexImage2D(
  334. GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA,
  335. SwanCommon::CHUNK_WIDTH, SwanCommon::CHUNK_HEIGHT,
  336. 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, tiles);
  337. } else if constexpr (std::endian::native == std::endian::big) {
  338. uint8_t buf[SwanCommon::CHUNK_WIDTH * SwanCommon::CHUNK_HEIGHT * 2];
  339. for (size_t y = 0; y < SwanCommon::CHUNK_HEIGHT; ++y) {
  340. for (size_t x = 0; x < SwanCommon::CHUNK_WIDTH; ++x) {
  341. size_t dst = y * SwanCommon::CHUNK_WIDTH * 2 + x * 2;
  342. size_t src = y * SwanCommon::CHUNK_WIDTH + x;
  343. buf[dst + 0] = tiles[src] & 0xff;
  344. buf[dst + 1] = (tiles[src] & 0xff00) >> 8;
  345. }
  346. }
  347. glTexImage2D(
  348. GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA,
  349. SwanCommon::CHUNK_WIDTH, SwanCommon::CHUNK_HEIGHT,
  350. 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, buf);
  351. }
  352. glCheck();
  353. return chunk;
  354. }
  355. void Renderer::modifyChunk(RenderChunk chunk, SwanCommon::Vec2i pos, TileID id) {
  356. glActiveTexture(GL_TEXTURE0);
  357. glBindTexture(GL_TEXTURE_2D, chunk.tex);
  358. glCheck();
  359. static_assert(
  360. std::endian::native == std::endian::big ||
  361. std::endian::native == std::endian::little,
  362. "Expected either big or little endian");
  363. if constexpr (std::endian::native == std::endian::little) {
  364. glTexSubImage2D(
  365. GL_TEXTURE_2D, 0, pos.x, pos.y, 1, 1,
  366. GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, &id);
  367. } else if constexpr (std::endian::native == std::endian::big) {
  368. uint8_t buf[] = { (uint8_t)(id & 0xff), (uint8_t)((id & 0xff00) >> 8) };
  369. glTexSubImage2D(
  370. GL_TEXTURE_2D, 0, pos.x, pos.y, 1, 1,
  371. GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, buf);
  372. }
  373. glCheck();
  374. }
  375. void Renderer::destroyChunk(RenderChunk chunk) {
  376. glDeleteTextures(1, &chunk.tex);
  377. glCheck();
  378. }
  379. RenderSprite Renderer::createSprite(void *data, int width, int height, int fh) {
  380. RenderSprite sprite;
  381. sprite.scale = {
  382. (float)width / SwanCommon::TILE_SIZE,
  383. (float)fh / SwanCommon::TILE_SIZE };
  384. sprite.frameCount = height / fh;
  385. glGenTextures(1, &sprite.tex);
  386. glCheck();
  387. glActiveTexture(GL_TEXTURE0);
  388. glBindTexture(GL_TEXTURE_2D, sprite.tex);
  389. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  390. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  391. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  392. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  393. glCheck();
  394. glTexImage2D(
  395. GL_TEXTURE_2D, 0, GL_RGBA, width, height,
  396. 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
  397. glCheck();
  398. return sprite;
  399. }
  400. RenderSprite Renderer::createSprite(void *data, int width, int height) {
  401. return createSprite(data, width, height, height);
  402. }
  403. void Renderer::destroySprite(RenderSprite sprite) {
  404. glDeleteTextures(1, &sprite.tex);
  405. }
  406. }